User:Keyacom/sandbox

Time storage and formatting bugs
This draft was deleted because it was not cited.

Pokémon Ruby and Sapphire
All Pokémon Ruby and Sapphire cartridges have a real-time clock that keeps track of the year, month, day, hour, minute, second, and day of the week. When the RTC is first turned on, the date is set to January 1, 2000. Because the games do not need an entire calendar system, the numbers for the year, month and day are converted to a single "day number". However, early cartridges' conversion function has a flaw: it only converts years starting from 2001. This means that, despite the game reporting the year as 2000 or 2001, the game interprets this as "add 0 to the day number". This affects all versions until the Japanese and non-English international versions 1.1, and English versions 1.2.

This problem is known as the Berry glitch, as the first likely result of this glitch is that Berry plants have ceased growing, but also delays the following time-based events by 366 days:

This glitch does not affect whether Eevee can evolve into Espeon or Umbreon, or tides in the Shoal Cave, because they do not depend on the day number. This glitch was quickly noticed and acknowledged by Nintendo and The Pokémon Company, which allowed to provide methods to mitigate the glitch's effects.

Monopoly Deal: gameplay
When the game starts, each player is dealt 5 cards.

Turn actions
During a turn, the player does the following action.


 * 1) The player draws 2 cards from the deck. If they had no cards in hand before that, they draw 5 cards instead.
 * 2) The player does the following in any order:
 * 3) * play cards (up to 3 times), or
 * 4) * move cards in play (as many times as they want).
 * 5) The player checks if they have 3 monopolies. If they do, they win the game.
 * 6) If the player has 8 or more cards in hand, they put cards on the bottom of the deck until they have 7 cards in hand.

Draw cards
At the beginning of each player's turn, that player draws 2 cards from the deck. If they previously had no cards in hand, they draw 5 cards instead.

Main play
The player may play up to 3 cards from their hand during their turn.

Money cards
Money cards are colored and only have an amount printed on them. They can only be played into the player's bank. There are six denominations: $1, $2, $3, $4, $5, and $10.

Property cards
These cards have a white background and can only be played into the property area.

There are two kinds of wild cards:


 * General wild card: This card can replace a property of any color, but has no monetary value.
 * Limited wild card: This card can replace a property of any two colors specified on the card and has monetary value.

Action cards
There are several kinds of action cards that can be played during a turn. They can be either played onto the stack or into the bank; and if so, that card has no effect other than holding monetary value. An action card's monetary value is indicated in a red circle in the card's corner.

Paying costs
During a player's turn, when they request another player to pay, that player must either play a "Just Say No!" card, or pay the requested amount from their bank or properties. Change is not given.

Declaring victory
At any time during a player's turn, if that player has 3 full monopolies, they win the game. Victory cannot be declared during a different player's turn.

Hand adjustments
At the end of a turn, if a player has at least 8 cards in their hand, they put excess cards on the bottom of the deck, until 7 cards remain.